It’s hard not to compare Rime to Journey. The art style is similar, your character is basically – bar vague noises – mute, and you wear a red scarf. Unlike Journey, however, there’s a lot more game to Rime, with puzzles and platforming much beyond Journey. In fact, I felt it closer in terms of gameplay to something like Papo & Yo or possibly even Rain.

Rime is also not similar to Rive, a shooter which it doesn’t even slightly resemble but for a year or more I’ve been mixing the two up.

Anyway. There’s not a lot to say in case of plot spoilers, but your boy has woken up on the beach of an island, and has get to a giant keyhole shaped thing at the top of a large white tower. You progress through four main areas filled with beautiful scenery and puzzles, of which there are three main sorts: “how do I get this ball thing from here to there”, “how do I manipulate these shadows to do this thing”, and “how do I make these things line up so when I look through that thing they look like the shape over there”. You can shout to activate certain things like switches to help, and sometimes blocks need to be shunted round in order for stuff to work.

None of the puzzles are especially taxing. I did get stuck on one for ages because I hadn’t noticed there was a handhold to climb up and take me somewhere else! Looking around a lot is key to some of the puzzles and finding routes to places.

Hidden around the world are a number of optional things to find. Pots to be shouted at so they break, keyholes to look through, wooden toys to discovery. Naturally, you don’t even find out these exist until you stumble across one by accident so there’s no way I’d get them all in my first playthrough. Unfortunately, I don’t think I’ll be finding them at all because that’s not incentive enough to play through it again. As much as I enjoyed it – jerky framerate and the odd bug aside – I don’t think it’s the sort of game that needs repeating. Certainly not for a while.